Affect Normal Fires (Alteration)
Level: 1
Range: 5 yards/level
Components: V, S
Duration: 2 rounds/level (or until canceled or fuel is exhausted)
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: None
The first spell in any wizard’s repertoire often defines their early career. While most reach for Magic Missile, the clever specialist looks at Affect Normal Fires—a utility spell that proves magic isn’t just about blowing things up; it’s about controlling the environment.
Functional Overview
This spell turns the wizard into a master of mundane combustion. By committing a single gesture (a free action during the duration), the caster can manipulate any nonmagical fire within a 10-foot radius.
- Diminish: Shrink flames down to glowing coals. This eliminates heat and damage, effectively “pausing” a fire without fully extinguishing it.
- Intensify: Boost light to the brightness of full daylight and double the illumination radius.
- Extinguish: Snuff out all flames in the area instantly. Doing this ends the spell immediately.
Note: This spell does not change fuel consumption or damage (unless the fire is reduced to coals). It also has no effect on magical fire or fire-based creatures like elementals.
Illumination Expansion (Table 63 Synergy)
When intensified, the utility of a simple light source skyrockets. Below is how common light sources behave under the influence of this spell:
- Beacon Lantern: Normal radius 240 ft. → Intensified 480 ft.
- Candle: Normal radius 5 ft. → Intensified 10 ft.
- Torch: Normal radius 15 ft. → Intensified 30 ft.
- Hooded Lantern: Normal radius 30 ft. → Intensified 60 ft.
- Campfire: Normal radius 35 ft. → Intensified 70 ft.
- Bullseye Lantern: Normal radius 60 ft. → Intensified 120 ft.
- Bonfire: Normal radius 50 ft. → Intensified 100 ft.
Tactical Insights & Observations
- The Stealth Factor: Reducing a campfire to coals allows a party to maintain a heat source for cooking or warmth while remaining invisible to distant scouts.
- Tactical Blindness: The Extinguish function is a nightmare for opponents without Infravision. Snuffing out the enemy’s torches in a melee can grant a decisive round of confusion.
- Signaling and Search: Boosting a Beacon Lantern to a 480-foot radius of daylight makes the wizard a literal lighthouse.
- Defensive Fire Management: A quick-thinking wizard can reduce a spreading fire (like on a ship’s sail) to coals before it causes structural damage.
Research & Acquisition
For wizards who did not begin their journey with this spell, Affect Normal Fires is a low-risk candidate for Spell Research. As a 1st-level Alteration spell, it typically requires 1d10 + 1 weeks of study and a financial investment of 100–1,000 gp. Given its immense utility in dungeon exploration, it is often prioritized by Transmuters or utility-focused mages.
Theoretical Variants
Using the AD&D 2e research rules, a wizard could spend additional time and gold to develop specialized versions of this spell:
- Selective Affectation (Level 2): A variant that allows the caster to choose which fires are affected within the radius, allowing the party’s torches to stay lit while extinguishing the enemies’.
- Smokeless Hearth (Level 1): A version that specifically targets the smoke output of fires, allowing a campfire to burn brightly while producing zero visible smoke—perfect for deep-woods survival.
- Delayed Extinguishment (Level 2): A variant where the fires are snuffed out 1d4 rounds after the caster leaves the area, providing cover for a tactical retreat.
The Verdict
Affect Normal Fires is often overlooked because it doesn’t deal damage. However, for a 1st-level spell, its versatility is immense. It provides a level of battlefield control and environmental utility that stays relevant long after the wizard has learned more powerful evocations.